272 lines
9.8 KiB
C++
272 lines
9.8 KiB
C++
// Copyright (c) 1995-1999 Matra Datavision
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// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_CStructure_HeaderFile
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#define _Graphic3d_CStructure_HeaderFile
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#include "Graphic3d_DisplayPriority.hxx"
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#include "Graphic3d_PresentationAttributes.hxx"
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#include "Graphic3d_SequenceOfGroup.hxx"
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#include "Graphic3d_SequenceOfHClipPlane.hxx"
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#include "Graphic3d_ViewAffinity.hxx"
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#include "Graphic3d_TransformPers.hxx"
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#include "Graphic3d_ZLayerId.hxx"
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#include "TopLoc_Datum3D.hxx"
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#include "NCollection_IndexedMap.hxx"
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class Graphic3d_GraphicDriver;
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class Graphic3d_StructureManager;
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//! Low-level graphic structure interface
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class Graphic3d_CStructure : public Standard_Transient
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{
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DEFINE_STANDARD_RTTIEXT(Graphic3d_CStructure, Standard_Transient)
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protected:
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//! Auxiliary wrapper to iterate through structure list.
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template <class Struct_t>
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class SubclassStructIterator
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{
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public:
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SubclassStructIterator(const NCollection_IndexedMap<const Graphic3d_CStructure*>& theStructs)
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: myIter(theStructs)
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{
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}
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Standard_Boolean More() const { return myIter.More(); }
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void Next() { myIter.Next(); }
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const Struct_t* Value() const { return (const Struct_t*)(myIter.Value()); }
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Struct_t* ChangeValue() { return (Struct_t*)(myIter.Value()); }
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private:
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NCollection_IndexedMap<const Graphic3d_CStructure*>::Iterator myIter;
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};
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//! Auxiliary wrapper to iterate through group sequence.
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template <class Group_t>
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class SubclassGroupIterator
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{
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public:
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SubclassGroupIterator(const Graphic3d_SequenceOfGroup& theGroups)
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: myIter(theGroups)
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{
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}
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Standard_Boolean More() const { return myIter.More(); }
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void Next() { myIter.Next(); }
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const Group_t* Value() const { return (const Group_t*)(myIter.Value().get()); }
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Group_t* ChangeValue() { return (Group_t*)(myIter.ChangeValue().get()); }
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private:
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Graphic3d_SequenceOfGroup::Iterator myIter;
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};
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public:
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//! @return graphic driver created this structure
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const Handle(Graphic3d_GraphicDriver)& GraphicDriver() const { return myGraphicDriver; }
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//! @return graphic groups
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const Graphic3d_SequenceOfGroup& Groups() const { return myGroups; }
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//! Return transformation.
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const Handle(TopLoc_Datum3D)& Transformation() const { return myTrsf; }
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//! Assign transformation.
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virtual void SetTransformation(const Handle(TopLoc_Datum3D)& theTrsf) { myTrsf = theTrsf; }
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//! Return transformation persistence.
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const Handle(Graphic3d_TransformPers)& TransformPersistence() const { return myTrsfPers; }
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//! Set transformation persistence.
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virtual void SetTransformPersistence(const Handle(Graphic3d_TransformPers)& theTrsfPers)
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{
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myTrsfPers = theTrsfPers;
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}
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//! Return TRUE if some groups might have transform persistence; FALSE by default.
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bool HasGroupTransformPersistence() const { return myHasGroupTrsf; }
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//! Set if some groups might have transform persistence.
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void SetGroupTransformPersistence(bool theValue) { myHasGroupTrsf = theValue; }
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//! @return associated clip planes
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const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const { return myClipPlanes; }
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//! Pass clip planes to the associated graphic driver structure
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void SetClipPlanes(const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes)
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{
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myClipPlanes = thePlanes;
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}
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//! @return bounding box of this presentation
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const Graphic3d_BndBox3d& BoundingBox() const { return myBndBox; }
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//! @return bounding box of this presentation
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//! without transformation matrix applied
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Graphic3d_BndBox3d& ChangeBoundingBox() { return myBndBox; }
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//! Return structure visibility flag
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bool IsVisible() const { return visible != 0; }
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//! Return structure visibility considering both View Affinity and global visibility state.
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bool IsVisible(const Standard_Integer theViewId) const
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{
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return visible != 0 && (ViewAffinity.IsNull() || ViewAffinity->IsVisible(theViewId));
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}
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//! Set z layer ID to display the structure in specified layer
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virtual void SetZLayer(const Graphic3d_ZLayerId theLayerIndex) { myZLayer = theLayerIndex; }
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//! Get z layer ID
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Graphic3d_ZLayerId ZLayer() const { return myZLayer; }
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//! Returns valid handle to highlight style of the structure in case if
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//! highlight flag is set to true
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const Handle(Graphic3d_PresentationAttributes)& HighlightStyle() const
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{
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return myHighlightStyle;
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}
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//! Return structure id (generated by Graphic3d_GraphicDriver::NewIdentification() during
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//! structure construction).
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Standard_Integer Identification() const { return myId; }
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//! Return structure display priority.
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Graphic3d_DisplayPriority Priority() const { return myPriority; }
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//! Set structure display priority.
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void SetPriority(Graphic3d_DisplayPriority thePriority) { myPriority = thePriority; }
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//! Return previous structure display priority.
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Graphic3d_DisplayPriority PreviousPriority() const { return myPreviousPriority; }
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//! Set previous structure display priority.
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void SetPreviousPriority(Graphic3d_DisplayPriority thePriority)
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{
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myPreviousPriority = thePriority;
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}
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public:
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//! Returns FALSE if the structure hits the current view volume, otherwise returns TRUE.
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Standard_Boolean IsCulled() const { return myIsCulled; }
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//! Marks structure as culled/not culled - note that IsAlwaysRendered() is ignored here!
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void SetCulled(Standard_Boolean theIsCulled) const { myIsCulled = theIsCulled; }
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//! Marks structure as overlapping the current view volume one.
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//! The method is called during traverse of BVH tree.
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void MarkAsNotCulled() const { myIsCulled = Standard_False; }
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//! Returns whether check of object's bounding box clipping is enabled before drawing of object;
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//! TRUE by default.
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Standard_Boolean BndBoxClipCheck() const { return myBndBoxClipCheck; }
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//! Enable/disable check of object's bounding box clipping before drawing of object.
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void SetBndBoxClipCheck(Standard_Boolean theBndBoxClipCheck)
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{
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myBndBoxClipCheck = theBndBoxClipCheck;
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}
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//! Checks if the structure should be included into BVH tree or not.
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Standard_Boolean IsAlwaysRendered() const
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{
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return IsInfinite || IsForHighlight || IsMutable || Is2dText
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|| (!myTrsfPers.IsNull() && myTrsfPers->IsTrihedronOr2d());
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}
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public:
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//! Update structure visibility state
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virtual void OnVisibilityChanged() = 0;
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//! Clear graphic data
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virtual void Clear() = 0;
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//! Connect other structure to this one
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virtual void Connect(Graphic3d_CStructure& theStructure) = 0;
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//! Disconnect other structure to this one
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virtual void Disconnect(Graphic3d_CStructure& theStructure) = 0;
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//! Highlights structure with the given style
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virtual void GraphicHighlight(const Handle(Graphic3d_PresentationAttributes)& theStyle) = 0;
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//! Unhighlights the structure and invalidates pointer to structure's highlight style
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virtual void GraphicUnhighlight() = 0;
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//! Create shadow link to this structure
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virtual Handle(Graphic3d_CStructure) ShadowLink(
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const Handle(Graphic3d_StructureManager)& theManager) const = 0;
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//! Create new group within this structure
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virtual Handle(Graphic3d_Group) NewGroup(const Handle(Graphic3d_Structure)& theStruct) = 0;
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//! Remove group from this structure
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virtual void RemoveGroup(const Handle(Graphic3d_Group)& theGroup) = 0;
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//! Update render transformation matrix.
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virtual void updateLayerTransformation() {}
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//! Dumps the content of me into the stream
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Standard_EXPORT virtual void DumpJson(Standard_OStream& theOStream,
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Standard_Integer theDepth = -1) const;
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public:
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Handle(Graphic3d_ViewAffinity) ViewAffinity; //!< view affinity mask
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protected:
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//! Create empty structure.
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Standard_EXPORT Graphic3d_CStructure(const Handle(Graphic3d_StructureManager)& theManager);
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protected:
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Handle(Graphic3d_GraphicDriver) myGraphicDriver;
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Graphic3d_SequenceOfGroup myGroups;
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Graphic3d_BndBox3d myBndBox;
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Handle(TopLoc_Datum3D) myTrsf;
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Handle(Graphic3d_TransformPers) myTrsfPers;
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Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes;
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// clang-format off
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Handle(Graphic3d_PresentationAttributes) myHighlightStyle; //! Current highlight style; is set only if highlight flag is true
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Standard_Integer myId;
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Graphic3d_ZLayerId myZLayer;
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Graphic3d_DisplayPriority myPriority;
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Graphic3d_DisplayPriority myPreviousPriority;
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mutable Standard_Boolean myIsCulled; //!< A status specifying is structure needs to be rendered after BVH tree traverse
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Standard_Boolean myBndBoxClipCheck; //!< Flag responsible for checking of bounding box clipping before drawing of object
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Standard_Boolean myHasGroupTrsf; //!< flag specifying that some groups might have transform persistence
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public:
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unsigned IsInfinite : 1;
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unsigned stick : 1; //!< displaying state - should be set when structure has been added to scene graph (but can be in hidden state)
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unsigned highlight : 1;
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unsigned visible : 1; //!< visibility flag - can be used to suppress structure while leaving it in the scene graph
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// clang-format on
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unsigned HLRValidation : 1;
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unsigned IsForHighlight : 1;
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unsigned IsMutable : 1;
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unsigned Is2dText : 1;
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};
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DEFINE_STANDARD_HANDLE(Graphic3d_CStructure, Standard_Transient)
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#endif // _Graphic3d_CStructure_HeaderFile
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